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A unit with 4 single player maps, start
maps, and an exit scene. These are wrapped
up in a lengthy story that sets the scene
nicely from the monsters' perspective -
an atmospheric touch. There's also inter-map
messages which probably continue the story
if you're patient enough to wait for them
to appear. The theme is a dark, gothic medieval
look, with a chilly Norse feel using Daikatana
and Hexen2 textures, which have converted
well this time. Grey-ish stone walls, wooden
sections, celtic stone trim and gothic details
are used consistently, but design-wise each
map is worth treating individually. Good
build quality and atmospheric lighting are
common to most maps, but the skies are all
different, which reduces the coherence.
Sounds are sometimes well used. Gameplay
varies from map to map, but is generally
solid and challenging, with some custom
monsters used - Axemen, Gremlins, tougher
Knights. In particular, modified Nehahran
"Barons" are used as increasingly
difficult boss monsters - a good, fresh
challenge as a bosses, but their attacks
can be frustratingly fatal. Supplies are
good: ammo is quite plentiful especially
in later maps, health and armour are sparser.
A few Scourge of Armagon extras are featured
too. Skill settings are reasonably effective.
are the starting maps. Firstly a
wee little Idbase room which leads you into
the skill-choosing start map proper. This
is an unusual but surprisingly successful
blend of the not-very-blendable Ikbase style
with this unit's medieval style. All quite
good, and thence onto...
is split into two
parts, and easily the design highlight of
the unit. A really strongly themed medieval
castle, starting with swamps and an impressive
fortress entrance, then leading through
various hallways and courtyards to eventually
reach a foreboding final arena. Proper structures
like pillars, arches and bridges are enhanced
with ruined sections, spikey bits, and gothic
details. A map with a good sense of place.
There's a few varied secrets but only a
little exploration. Gameplay is nicely balanced
for a first map, it's challenging for sure,
but there's nothing really outrageous -
most fights can be made quite reasonable
with a bit of care. There's a steady flow
of monsters, and fitting with the convoluted
design, they tend to lurk. The fighting
escalates to the first boss.
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is not quite as distinctive,
but still a very good map, with some impressive
medieval halls and a variety of well styled
rooms that compensate for the occasional
arbitrary area. Angles are well used and
texture details are particularly striking.
Lava is also introduced, complete with the
now-obligatory tinted-texture-coloured-lighting-fakery,
which certainly enhances the setting. Only
one secret and no exploration (not without
naughty slope jumping). Gameplay is now
a bit tougher, but again there's nothing
unduly nasty (apart from the boss of course).
Just a steady stream of medieval monsters,
with the occasional ambush, and plenty of
reinforcements when backtracking. Monster
infighting can be fairly common here.
is a more arbitrary
map - pretty much a typical Alk map but
textured in this unit's medieval theme.
Thus, solid, well angled designs, but no
outstanding set-pieces (there's also at
least one "cloned" section). Gameplay
is tougher once again - the player is given
increasingly good weapons, but there's an
increasing infestation of monsters to blast
through. Medium class monsters are increasingly
common, and the fighting is straightforward,
relentless but fair, with a hard boss as
usual.
is a definite climax
for gameplay, though not for design. The
design is still good though, a symmetrical,
arena-esque complex of ominuously large
scale medieval hallways. The usual solid
architecture with pillars and walkways,
angles and arches is present, but in a slightly
metal style. A continual storm with thunder
and dramatic lightning adds a lot to the
atmosphere and makes it quite an unnerving
place to fight in. There is a bit of exploration,
but the symmetry means there's little to
choose between routes. The gameplay is most
appropriate for a final map - very hectic
and exciting. While a variety of monsters
attack on the ground, Ogres are perched
on every ledge above, and you really have
to play hard, bring out the big guns, shoot
first and all that. The final boss is tougher
yet, and the more complex setting means
it's a good final challenge.
is merely an exit map, neat enough. A section
of canyon and cliffs around lava falls and
rivers, it's an atmospheric setting for
the final on-screen messages detailing the
final twist in a stylish and solid unit.
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